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Reign of GuildsNewsUpdate 1.00.219
In-game event

Update 1.00.219

Reign of Guilds · published 6 Feb 2026, 14:53 UTC

All newsPlayers around this dateRead on Steam

Dear friends!

Before sharing details about the current update, we'd like to highlight our upcoming plans for this month (in order of their implementation in the game):

  • Castles — minimizing loading screen times:
    • Adding a "complex" featuring key points, arrival point, teleport, and Green Zone on the podium within the castle territory;
    • This update will eliminate loading screens entirely while positively impacting both client-side and server-side performance;
    • Additionally, we will remove unnecessary logs (introduced in January) on the server during red phases in castle locations, which will also improve the accuracy of the physical scene;

  • The Island of the Brave:

    • A small teaser — this is a location designed for level 60+ players with even stricter rules, where rewards include items conditionally classified as "XIII" level;
    • Development has been ongoing for two weeks, and it will soon be available on closed servers;
    • We'll share more detailed information about the new location via social media;

Parallel to the first two tasks:

  • Fixes:
    • "Occupied" dungeons — this is a serious backend-level issue; we have added additional logs;
    • Boss timer display — also related to the inter-server service; logs have been added to collect data;

  • Tutorial:

    • Following new quest UX, training on the Island, Harbur, and Isgollyne will undergo phased adjustments;

That Nagging "Still In Game" Issue

We've completely overhauled the in-world character handling system.The new system eliminates the wait time previously required for your character to be removed from the game world when logging out—whether during a normal logout or after a connection drop.

Combat System | Character

  • Replacing Vocation-based movement speed bonuses, we've introduced a simplified constitution system:
    • Movement speed now scales per point with: Dexterity (+0.0125%), Strength (−0.0025%), Endurance (−0.0050%);
    • All Vocation speed bonuses have been temporarily set to 0. They will be gradually reintroduced in small increments as we process community feedback;

  • Fall damage:

    • Safe fall height increased to 4 meters, damage ramp-up curve was smoothed;

  • Crossbows:

    • Light and Medium crossbows now feature distinct ballistics:
      • Light crossbow: Bolt speed reduced by 22% from previous value, flat trajectory range: 30m;
      • Medium crossbow: Bolt speed increased by 25% from previous value, flat trajectory range: 50m, cooldown increased by 0.2 seconds;

  • Shields:

    • Fixed a shield skin display issue;
    • Improved visuals for shields from the latest batch, with reworked materials;
    • Optimized skin models;

Crafting

The primary goal of these changes is to reduce the number of trips required to gather raw materials—by cutting down on processing losses and increasing the crafting weight of resources, all without affecting their inventory weight.

  • Resource gathering and refinement:
    • Crafting weight for raw materials (metal, wood, stone, cloth) has been increased and unified—meaning each inventory slot now yields more material for crafting purposes;
    • Quality ranges have been expanded, with a significant increase in the proportion of high-quality raw materials. This substantially reduces losses during processing;
    • Processing costs have been updated and unified (per 1 kg of crafting weight):
      • Metal: copper — 150 talers, iron — 250, dwarrhinite — 400;
      • Stone: limestone/sandstone — 175, marble — 300, granite — 600;
      • Wood: pine — 100, birch — 150, oak — 250, spruce — 400;
      • Cloth: cotton — 150, wool — 275, silk — 500;

    • The amount of processed wood materials obtained when exchanging mob trophies has also been increased and unified;
  • Seals:

    • The number of bricks required to craft seals has been reduced. Additionally, the amount of brick weight (in kg) needed per seal now decreases progressively from Tier 1 to Tier 3;
    • Crafting seals requires more limestone/sandstone than granite and marble;
    • The yield for Tier 3 alchemist seals has been increased from 18 to 20 per craft;
    • Seal crafting costs have been unified and now scale with alchemist tier: Tier 1 — 500 talers, Tier 2 — 750, Tier 3 — 1,000 talers per seal;

  • T4-T6 crafting abilities have been added, along with associated crafting quests to unlock them. The updated crafting skill point yields are as follows:

    • Fast Craft:
      • T1 — 20; T2 — 22; T3 — 24; T4 — 26; T5 — 28; T6 — 30;

    • Regular Craft:

      • T1 — 40; T2 — 44; T3 — 48; T4 — 52; T5 — 56; T6 — 60;

    • Concentrated Craft:

      • T1 — 60; T2 — 70; T3 — 80; T4 — 90; T5 — 100; T6 — 120;

    • Additionally, leveling up these skills reduces their cooldown times;

Castle Elixirs

  • Elixirs:
    • Royal elixirs of Tiers 4–9 now fill up level 90 castles just like they do for level 60 castles—up to 72 hours.

  • Magistrate Bills:

    • The material requirements to craft bills have been significantly reduced, with minor adjustments to the ingredient list;
    • The number of bills needed to exchange for elixirs has been reduced fivefold;
    • While the crafting and exchange costs for bills have been increased, NPC vendor balances have been raised tenfold to maintain economic balance;

  • Without waiting for the planned trade tax distribution among castles—which was intended to offset the high labor cost of elixirs—we decided, in combination with the recent resource gathering adjustments, to make sieges and castle ownership (as a reward for victory) less burdensome.

Other

  • Daerkunn underworld is now also a PvP safe zone;
  • Fixed a bug causing incorrect attack direction for melee weapons;
  • Quest markers have been updated;
  • Durability of cloth armor and shirts has been reduced;
  • The Crusader's teleport ability now has no cooldown after landing;
  • AIs have been temporarily removed from settlements;
  • All bosses—except roaming ones—now also emit an aura that suppresses Archmage levitation;
  • Skills with cleansing effects are now disabled in safe zones;

Best Regardds,

Atlant Games Team

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